The stock menu font (Gill Sans MT Menu) is a static 243-glyph atlas with no
Latin Extended-A, so "Pokračovať" rendered as "Pokra ova" and "Podrž" as
"Podr". Dialogue, the Nomai translator and the ship log were always fine —
they use Futura PT (663) and Space Mono (612), both of which cover Slovak.
Registering a language font via AddLanguageFont fixes the menus but flips
TextTranslation.IsLanguageLatin() to false, and the game uses that flag to
decide whether dialogue, the translator and the ship log keep their own fonts
or fall back to the language font. So the blanket fix dragged all three onto
the wrong font, oversized and clipping.
Instead: register no language font at all, and postfix only the font getters
(UIStyleManager, PromptManager, GameOverController). Each result goes through
SlovakFont.Fix, which probes the font with Font.HasCharacter and returns it
untouched unless it genuinely cannot draw Slovak — so nothing that already
renders correctly is ever replaced, and the patches are inert in every other
language.
The substitute is Cabin (SIL OFL 1.1), a humanist sans in the Gill Sans
lineage, shipped as a dynamic font with its vertical metrics rewritten to Gill
Sans MT's exact ratios so line height matches and text does not clip.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Phase 2 (mod skeleton) + Phase 3 (import English source):
- manifest.json / SlovakTranslation.cs / ILocalizationAPI.cs registering
"Slovenčina" via xen.LocalizationUtility (Interplanetary Polyglot).
- SlovakTranslation.csproj / .sln building net48 against the OWML and
OuterWildsGameLibs NuGet packages — no game install needed to compile.
- assets/Translation.xml: English source template (896 KB, 2424 entries,
keys == values) to be translated into Slovak.
- Project docs (README/PLAN/CLAUDE) and .gitignore.
Build verified: dotnet build -c Release stages a loadable mod folder.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>